f9f6324997
R=ulan@chromium.org Review URL: https://codereview.chromium.org/300683005 git-svn-id: https://v8.googlecode.com/svn/branches/bleeding_edge@21647 ce2b1a6d-e550-0410-aec6-3dcde31c8c00
774 lines
26 KiB
C++
774 lines
26 KiB
C++
// Copyright 2012 the V8 project authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#ifndef V8_DEBUG_H_
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#define V8_DEBUG_H_
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#include "src/allocation.h"
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#include "src/arguments.h"
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#include "src/assembler.h"
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#include "src/execution.h"
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#include "src/factory.h"
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#include "src/flags.h"
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#include "src/frames-inl.h"
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#include "src/hashmap.h"
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#include "src/liveedit.h"
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#include "src/platform.h"
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#include "src/string-stream.h"
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#include "src/v8threads.h"
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#include "include/v8-debug.h"
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namespace v8 {
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namespace internal {
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// Forward declarations.
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class DebugScope;
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// Step actions. NOTE: These values are in macros.py as well.
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enum StepAction {
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StepNone = -1, // Stepping not prepared.
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StepOut = 0, // Step out of the current function.
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StepNext = 1, // Step to the next statement in the current function.
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StepIn = 2, // Step into new functions invoked or the next statement
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// in the current function.
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StepMin = 3, // Perform a minimum step in the current function.
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StepInMin = 4 // Step into new functions invoked or perform a minimum step
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// in the current function.
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};
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// Type of exception break. NOTE: These values are in macros.py as well.
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enum ExceptionBreakType {
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BreakException = 0,
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BreakUncaughtException = 1
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};
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// Type of exception break. NOTE: These values are in macros.py as well.
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enum BreakLocatorType {
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ALL_BREAK_LOCATIONS = 0,
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SOURCE_BREAK_LOCATIONS = 1
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};
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// The different types of breakpoint position alignments.
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// Must match Debug.BreakPositionAlignment in debug-debugger.js
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enum BreakPositionAlignment {
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STATEMENT_ALIGNED = 0,
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BREAK_POSITION_ALIGNED = 1
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};
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// Class for iterating through the break points in a function and changing
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// them.
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class BreakLocationIterator {
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public:
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explicit BreakLocationIterator(Handle<DebugInfo> debug_info,
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BreakLocatorType type);
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virtual ~BreakLocationIterator();
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void Next();
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void Next(int count);
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void FindBreakLocationFromAddress(Address pc);
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void FindBreakLocationFromPosition(int position,
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BreakPositionAlignment alignment);
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void Reset();
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bool Done() const;
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void SetBreakPoint(Handle<Object> break_point_object);
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void ClearBreakPoint(Handle<Object> break_point_object);
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void SetOneShot();
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void ClearOneShot();
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bool IsStepInLocation(Isolate* isolate);
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void PrepareStepIn(Isolate* isolate);
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bool IsExit() const;
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bool HasBreakPoint();
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bool IsDebugBreak();
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Object* BreakPointObjects();
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void ClearAllDebugBreak();
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inline int code_position() {
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return static_cast<int>(pc() - debug_info_->code()->entry());
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}
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inline int break_point() { return break_point_; }
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inline int position() { return position_; }
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inline int statement_position() { return statement_position_; }
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inline Address pc() { return reloc_iterator_->rinfo()->pc(); }
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inline Code* code() { return debug_info_->code(); }
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inline RelocInfo* rinfo() { return reloc_iterator_->rinfo(); }
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inline RelocInfo::Mode rmode() const {
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return reloc_iterator_->rinfo()->rmode();
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}
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inline RelocInfo* original_rinfo() {
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return reloc_iterator_original_->rinfo();
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}
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inline RelocInfo::Mode original_rmode() const {
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return reloc_iterator_original_->rinfo()->rmode();
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}
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bool IsDebuggerStatement();
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protected:
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bool RinfoDone() const;
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void RinfoNext();
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BreakLocatorType type_;
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int break_point_;
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int position_;
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int statement_position_;
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Handle<DebugInfo> debug_info_;
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RelocIterator* reloc_iterator_;
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RelocIterator* reloc_iterator_original_;
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private:
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void SetDebugBreak();
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void ClearDebugBreak();
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void SetDebugBreakAtIC();
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void ClearDebugBreakAtIC();
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bool IsDebugBreakAtReturn();
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void SetDebugBreakAtReturn();
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void ClearDebugBreakAtReturn();
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bool IsDebugBreakSlot();
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bool IsDebugBreakAtSlot();
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void SetDebugBreakAtSlot();
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void ClearDebugBreakAtSlot();
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DISALLOW_COPY_AND_ASSIGN(BreakLocationIterator);
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};
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// Cache of all script objects in the heap. When a script is added a weak handle
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// to it is created and that weak handle is stored in the cache. The weak handle
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// callback takes care of removing the script from the cache. The key used in
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// the cache is the script id.
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class ScriptCache : private HashMap {
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public:
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explicit ScriptCache(Isolate* isolate);
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virtual ~ScriptCache() { Clear(); }
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// Add script to the cache.
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void Add(Handle<Script> script);
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// Return the scripts in the cache.
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Handle<FixedArray> GetScripts();
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// Generate debugger events for collected scripts.
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void ProcessCollectedScripts();
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private:
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// Calculate the hash value from the key (script id).
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static uint32_t Hash(int key) {
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return ComputeIntegerHash(key, v8::internal::kZeroHashSeed);
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}
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// Clear the cache releasing all the weak handles.
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void Clear();
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// Weak handle callback for scripts in the cache.
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static void HandleWeakScript(
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const v8::WeakCallbackData<v8::Value, void>& data);
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Isolate* isolate_;
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// List used during GC to temporarily store id's of collected scripts.
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List<int> collected_scripts_;
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};
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// Linked list holding debug info objects. The debug info objects are kept as
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// weak handles to avoid a debug info object to keep a function alive.
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class DebugInfoListNode {
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public:
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explicit DebugInfoListNode(DebugInfo* debug_info);
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virtual ~DebugInfoListNode();
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DebugInfoListNode* next() { return next_; }
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void set_next(DebugInfoListNode* next) { next_ = next; }
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Handle<DebugInfo> debug_info() { return debug_info_; }
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private:
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// Global (weak) handle to the debug info object.
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Handle<DebugInfo> debug_info_;
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// Next pointer for linked list.
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DebugInfoListNode* next_;
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};
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// Message delivered to the message handler callback. This is either a debugger
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// event or the response to a command.
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class MessageImpl: public v8::Debug::Message {
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public:
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// Create a message object for a debug event.
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static MessageImpl NewEvent(DebugEvent event,
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bool running,
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Handle<JSObject> exec_state,
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Handle<JSObject> event_data);
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// Create a message object for the response to a debug command.
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static MessageImpl NewResponse(DebugEvent event,
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bool running,
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Handle<JSObject> exec_state,
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Handle<JSObject> event_data,
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Handle<String> response_json,
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v8::Debug::ClientData* client_data);
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// Implementation of interface v8::Debug::Message.
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virtual bool IsEvent() const;
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virtual bool IsResponse() const;
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virtual DebugEvent GetEvent() const;
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virtual bool WillStartRunning() const;
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virtual v8::Handle<v8::Object> GetExecutionState() const;
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virtual v8::Handle<v8::Object> GetEventData() const;
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virtual v8::Handle<v8::String> GetJSON() const;
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virtual v8::Handle<v8::Context> GetEventContext() const;
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virtual v8::Debug::ClientData* GetClientData() const;
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virtual v8::Isolate* GetIsolate() const;
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private:
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MessageImpl(bool is_event,
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DebugEvent event,
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bool running,
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Handle<JSObject> exec_state,
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Handle<JSObject> event_data,
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Handle<String> response_json,
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v8::Debug::ClientData* client_data);
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bool is_event_; // Does this message represent a debug event?
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DebugEvent event_; // Debug event causing the break.
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bool running_; // Will the VM start running after this event?
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Handle<JSObject> exec_state_; // Current execution state.
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Handle<JSObject> event_data_; // Data associated with the event.
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Handle<String> response_json_; // Response JSON if message holds a response.
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v8::Debug::ClientData* client_data_; // Client data passed with the request.
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};
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// Details of the debug event delivered to the debug event listener.
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class EventDetailsImpl : public v8::Debug::EventDetails {
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public:
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EventDetailsImpl(DebugEvent event,
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Handle<JSObject> exec_state,
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Handle<JSObject> event_data,
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Handle<Object> callback_data,
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v8::Debug::ClientData* client_data);
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virtual DebugEvent GetEvent() const;
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virtual v8::Handle<v8::Object> GetExecutionState() const;
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virtual v8::Handle<v8::Object> GetEventData() const;
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virtual v8::Handle<v8::Context> GetEventContext() const;
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virtual v8::Handle<v8::Value> GetCallbackData() const;
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virtual v8::Debug::ClientData* GetClientData() const;
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private:
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DebugEvent event_; // Debug event causing the break.
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Handle<JSObject> exec_state_; // Current execution state.
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Handle<JSObject> event_data_; // Data associated with the event.
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Handle<Object> callback_data_; // User data passed with the callback
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// when it was registered.
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v8::Debug::ClientData* client_data_; // Data passed to DebugBreakForCommand.
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};
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// Message send by user to v8 debugger or debugger output message.
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// In addition to command text it may contain a pointer to some user data
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// which are expected to be passed along with the command reponse to message
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// handler.
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class CommandMessage {
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public:
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static CommandMessage New(const Vector<uint16_t>& command,
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v8::Debug::ClientData* data);
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CommandMessage();
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// Deletes user data and disposes of the text.
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void Dispose();
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Vector<uint16_t> text() const { return text_; }
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v8::Debug::ClientData* client_data() const { return client_data_; }
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private:
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CommandMessage(const Vector<uint16_t>& text,
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v8::Debug::ClientData* data);
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Vector<uint16_t> text_;
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v8::Debug::ClientData* client_data_;
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};
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// A Queue of CommandMessage objects. A thread-safe version is
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// LockingCommandMessageQueue, based on this class.
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class CommandMessageQueue BASE_EMBEDDED {
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public:
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explicit CommandMessageQueue(int size);
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~CommandMessageQueue();
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bool IsEmpty() const { return start_ == end_; }
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CommandMessage Get();
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void Put(const CommandMessage& message);
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void Clear() { start_ = end_ = 0; } // Queue is empty after Clear().
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private:
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// Doubles the size of the message queue, and copies the messages.
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void Expand();
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CommandMessage* messages_;
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int start_;
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int end_;
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int size_; // The size of the queue buffer. Queue can hold size-1 messages.
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};
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// LockingCommandMessageQueue is a thread-safe circular buffer of CommandMessage
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// messages. The message data is not managed by LockingCommandMessageQueue.
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// Pointers to the data are passed in and out. Implemented by adding a
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// Mutex to CommandMessageQueue. Includes logging of all puts and gets.
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class LockingCommandMessageQueue BASE_EMBEDDED {
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public:
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LockingCommandMessageQueue(Logger* logger, int size);
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bool IsEmpty() const;
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CommandMessage Get();
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void Put(const CommandMessage& message);
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void Clear();
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private:
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Logger* logger_;
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CommandMessageQueue queue_;
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mutable Mutex mutex_;
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DISALLOW_COPY_AND_ASSIGN(LockingCommandMessageQueue);
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};
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class PromiseOnStack {
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public:
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PromiseOnStack(Isolate* isolate,
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PromiseOnStack* prev,
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Handle<JSFunction> getter);
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~PromiseOnStack();
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StackHandler* handler() { return handler_; }
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Handle<JSFunction> getter() { return getter_; }
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PromiseOnStack* prev() { return prev_; }
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private:
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Isolate* isolate_;
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StackHandler* handler_;
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Handle<JSFunction> getter_;
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PromiseOnStack* prev_;
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};
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// This class contains the debugger support. The main purpose is to handle
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// setting break points in the code.
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//
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// This class controls the debug info for all functions which currently have
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// active breakpoints in them. This debug info is held in the heap root object
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// debug_info which is a FixedArray. Each entry in this list is of class
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// DebugInfo.
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class Debug {
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public:
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enum AfterCompileFlags {
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NO_AFTER_COMPILE_FLAGS,
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SEND_WHEN_DEBUGGING
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};
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// Debug event triggers.
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void OnDebugBreak(Handle<Object> break_points_hit, bool auto_continue);
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void OnException(Handle<Object> exception, bool uncaught);
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void OnBeforeCompile(Handle<Script> script);
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void OnAfterCompile(Handle<Script> script,
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AfterCompileFlags after_compile_flags);
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void OnScriptCollected(int id);
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// API facing.
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void SetEventListener(Handle<Object> callback, Handle<Object> data);
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void SetMessageHandler(v8::Debug::MessageHandler handler);
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void EnqueueCommandMessage(Vector<const uint16_t> command,
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v8::Debug::ClientData* client_data = NULL);
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// Enqueue a debugger command to the command queue for event listeners.
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void EnqueueDebugCommand(v8::Debug::ClientData* client_data = NULL);
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MUST_USE_RESULT MaybeHandle<Object> Call(Handle<JSFunction> fun,
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Handle<Object> data);
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Handle<Context> GetDebugContext();
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void HandleDebugBreak();
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void ProcessDebugMessages(bool debug_command_only);
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// Internal logic
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bool Load();
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void Break(Arguments args, JavaScriptFrame*);
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void SetAfterBreakTarget(JavaScriptFrame* frame);
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// Scripts handling.
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Handle<FixedArray> GetLoadedScripts();
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// Break point handling.
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bool SetBreakPoint(Handle<JSFunction> function,
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Handle<Object> break_point_object,
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int* source_position);
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bool SetBreakPointForScript(Handle<Script> script,
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Handle<Object> break_point_object,
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int* source_position,
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BreakPositionAlignment alignment);
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void ClearBreakPoint(Handle<Object> break_point_object);
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void ClearAllBreakPoints();
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void FloodWithOneShot(Handle<JSFunction> function);
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void FloodBoundFunctionWithOneShot(Handle<JSFunction> function);
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void FloodHandlerWithOneShot();
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void ChangeBreakOnException(ExceptionBreakType type, bool enable);
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bool IsBreakOnException(ExceptionBreakType type);
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// Stepping handling.
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void PrepareStep(StepAction step_action,
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int step_count,
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StackFrame::Id frame_id);
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void ClearStepping();
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void ClearStepOut();
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bool IsStepping() { return thread_local_.step_count_ > 0; }
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bool StepNextContinue(BreakLocationIterator* break_location_iterator,
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JavaScriptFrame* frame);
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bool StepInActive() { return thread_local_.step_into_fp_ != 0; }
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void HandleStepIn(Handle<JSFunction> function,
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Handle<Object> holder,
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Address fp,
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bool is_constructor);
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bool StepOutActive() { return thread_local_.step_out_fp_ != 0; }
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// Purge all code objects that have no debug break slots.
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void PrepareForBreakPoints();
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// Returns whether the operation succeeded. Compilation can only be triggered
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// if a valid closure is passed as the second argument, otherwise the shared
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// function needs to be compiled already.
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bool EnsureDebugInfo(Handle<SharedFunctionInfo> shared,
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Handle<JSFunction> function);
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static Handle<DebugInfo> GetDebugInfo(Handle<SharedFunctionInfo> shared);
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static bool HasDebugInfo(Handle<SharedFunctionInfo> shared);
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// This function is used in FunctionNameUsing* tests.
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Object* FindSharedFunctionInfoInScript(Handle<Script> script, int position);
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// Returns true if the current stub call is patched to call the debugger.
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static bool IsDebugBreak(Address addr);
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// Returns true if the current return statement has been patched to be
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// a debugger breakpoint.
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static bool IsDebugBreakAtReturn(RelocInfo* rinfo);
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static Handle<Object> GetSourceBreakLocations(
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Handle<SharedFunctionInfo> shared,
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BreakPositionAlignment position_aligment);
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// Check whether a global object is the debug global object.
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bool IsDebugGlobal(GlobalObject* global);
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// Check whether this frame is just about to return.
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bool IsBreakAtReturn(JavaScriptFrame* frame);
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// Promise handling.
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void PromiseHandlePrologue(Handle<JSFunction> promise_getter);
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void PromiseHandleEpilogue();
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// Support for LiveEdit
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void FramesHaveBeenDropped(StackFrame::Id new_break_frame_id,
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LiveEdit::FrameDropMode mode,
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Object** restarter_frame_function_pointer);
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// Passed to MakeWeak.
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static void HandleWeakDebugInfo(
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const v8::WeakCallbackData<v8::Value, void>& data);
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// Threading support.
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char* ArchiveDebug(char* to);
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char* RestoreDebug(char* from);
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static int ArchiveSpacePerThread();
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void FreeThreadResources() { }
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// Record function from which eval was called.
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static void RecordEvalCaller(Handle<Script> script);
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// Garbage collection notifications.
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void AfterGarbageCollection();
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// Flags and states.
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DebugScope* debugger_entry() { return thread_local_.current_debug_scope_; }
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inline Handle<Context> debug_context() { return debug_context_; }
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void set_live_edit_enabled(bool v) { live_edit_enabled_ = v; }
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bool live_edit_enabled() const {
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return FLAG_enable_liveedit && live_edit_enabled_ ;
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}
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inline bool is_active() const { return is_active_; }
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inline bool is_loaded() const { return !debug_context_.is_null(); }
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inline bool has_break_points() const { return has_break_points_; }
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inline bool in_debug_scope() const {
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return thread_local_.current_debug_scope_ != NULL;
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}
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void set_disable_break(bool v) { break_disabled_ = v; }
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StackFrame::Id break_frame_id() { return thread_local_.break_frame_id_; }
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int break_id() { return thread_local_.break_id_; }
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// Support for embedding into generated code.
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Address after_break_target_address() {
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return reinterpret_cast<Address>(&after_break_target_);
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}
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Address restarter_frame_function_pointer_address() {
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Object*** address = &thread_local_.restarter_frame_function_pointer_;
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return reinterpret_cast<Address>(address);
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}
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Address step_in_fp_addr() {
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return reinterpret_cast<Address>(&thread_local_.step_into_fp_);
|
|
}
|
|
|
|
private:
|
|
explicit Debug(Isolate* isolate);
|
|
|
|
void UpdateState();
|
|
void Unload();
|
|
void SetNextBreakId() {
|
|
thread_local_.break_id_ = ++thread_local_.break_count_;
|
|
}
|
|
|
|
// Check whether there are commands in the command queue.
|
|
inline bool has_commands() const { return !command_queue_.IsEmpty(); }
|
|
inline bool ignore_events() const { return is_suppressed_ || !is_active_; }
|
|
|
|
// Constructors for debug event objects.
|
|
MUST_USE_RESULT MaybeHandle<Object> MakeJSObject(
|
|
const char* constructor_name,
|
|
int argc,
|
|
Handle<Object> argv[]);
|
|
MUST_USE_RESULT MaybeHandle<Object> MakeExecutionState();
|
|
MUST_USE_RESULT MaybeHandle<Object> MakeBreakEvent(
|
|
Handle<Object> break_points_hit);
|
|
MUST_USE_RESULT MaybeHandle<Object> MakeExceptionEvent(
|
|
Handle<Object> exception,
|
|
bool uncaught,
|
|
Handle<Object> promise);
|
|
MUST_USE_RESULT MaybeHandle<Object> MakeCompileEvent(
|
|
Handle<Script> script, bool before);
|
|
MUST_USE_RESULT MaybeHandle<Object> MakeScriptCollectedEvent(int id);
|
|
|
|
// Mirror cache handling.
|
|
void ClearMirrorCache();
|
|
|
|
// Returns a promise if it does not have a reject handler.
|
|
Handle<Object> GetPromiseForUncaughtException();
|
|
|
|
void CallEventCallback(v8::DebugEvent event,
|
|
Handle<Object> exec_state,
|
|
Handle<Object> event_data,
|
|
v8::Debug::ClientData* client_data);
|
|
void ProcessDebugEvent(v8::DebugEvent event,
|
|
Handle<JSObject> event_data,
|
|
bool auto_continue);
|
|
void NotifyMessageHandler(v8::DebugEvent event,
|
|
Handle<JSObject> exec_state,
|
|
Handle<JSObject> event_data,
|
|
bool auto_continue);
|
|
void InvokeMessageHandler(MessageImpl message);
|
|
|
|
static bool CompileDebuggerScript(Isolate* isolate, int index);
|
|
void ClearOneShot();
|
|
void ActivateStepIn(StackFrame* frame);
|
|
void ClearStepIn();
|
|
void ActivateStepOut(StackFrame* frame);
|
|
void ClearStepNext();
|
|
// Returns whether the compile succeeded.
|
|
void RemoveDebugInfo(Handle<DebugInfo> debug_info);
|
|
Handle<Object> CheckBreakPoints(Handle<Object> break_point);
|
|
bool CheckBreakPoint(Handle<Object> break_point_object);
|
|
|
|
inline void AssertDebugContext() {
|
|
ASSERT(isolate_->context() == *debug_context());
|
|
ASSERT(in_debug_scope());
|
|
}
|
|
|
|
void ThreadInit();
|
|
|
|
// Global handles.
|
|
Handle<Context> debug_context_;
|
|
Handle<Object> event_listener_;
|
|
Handle<Object> event_listener_data_;
|
|
|
|
v8::Debug::MessageHandler message_handler_;
|
|
|
|
static const int kQueueInitialSize = 4;
|
|
Semaphore command_received_; // Signaled for each command received.
|
|
LockingCommandMessageQueue command_queue_;
|
|
LockingCommandMessageQueue event_command_queue_;
|
|
|
|
bool is_active_;
|
|
bool is_suppressed_;
|
|
bool live_edit_enabled_;
|
|
bool has_break_points_;
|
|
bool break_disabled_;
|
|
bool break_on_exception_;
|
|
bool break_on_uncaught_exception_;
|
|
|
|
ScriptCache* script_cache_; // Cache of all scripts in the heap.
|
|
DebugInfoListNode* debug_info_list_; // List of active debug info objects.
|
|
|
|
// Storage location for jump when exiting debug break calls.
|
|
// Note that this address is not GC safe. It should be computed immediately
|
|
// before returning to the DebugBreakCallHelper.
|
|
Address after_break_target_;
|
|
|
|
// Per-thread data.
|
|
class ThreadLocal {
|
|
public:
|
|
// Top debugger entry.
|
|
DebugScope* current_debug_scope_;
|
|
|
|
// Counter for generating next break id.
|
|
int break_count_;
|
|
|
|
// Current break id.
|
|
int break_id_;
|
|
|
|
// Frame id for the frame of the current break.
|
|
StackFrame::Id break_frame_id_;
|
|
|
|
// Step action for last step performed.
|
|
StepAction last_step_action_;
|
|
|
|
// Source statement position from last step next action.
|
|
int last_statement_position_;
|
|
|
|
// Number of steps left to perform before debug event.
|
|
int step_count_;
|
|
|
|
// Frame pointer from last step next action.
|
|
Address last_fp_;
|
|
|
|
// Number of queued steps left to perform before debug event.
|
|
int queued_step_count_;
|
|
|
|
// Frame pointer for frame from which step in was performed.
|
|
Address step_into_fp_;
|
|
|
|
// Frame pointer for the frame where debugger should be called when current
|
|
// step out action is completed.
|
|
Address step_out_fp_;
|
|
|
|
// Stores the way how LiveEdit has patched the stack. It is used when
|
|
// debugger returns control back to user script.
|
|
LiveEdit::FrameDropMode frame_drop_mode_;
|
|
|
|
// When restarter frame is on stack, stores the address
|
|
// of the pointer to function being restarted. Otherwise (most of the time)
|
|
// stores NULL. This pointer is used with 'step in' implementation.
|
|
Object** restarter_frame_function_pointer_;
|
|
|
|
// When a promise is being resolved, we may want to trigger a debug event
|
|
// if we catch a throw. For this purpose we remember the try-catch
|
|
// handler address that would catch the exception. We also hold onto a
|
|
// closure that returns a promise if the exception is considered uncaught.
|
|
// Due to the possibility of reentry we use a linked list.
|
|
PromiseOnStack* promise_on_stack_;
|
|
};
|
|
|
|
// Storage location for registers when handling debug break calls
|
|
ThreadLocal thread_local_;
|
|
|
|
Isolate* isolate_;
|
|
|
|
friend class Isolate;
|
|
friend class DebugScope;
|
|
friend class DisableBreak;
|
|
friend class SuppressDebug;
|
|
|
|
friend Handle<FixedArray> GetDebuggedFunctions(); // In test-debug.cc
|
|
friend void CheckDebuggerUnloaded(bool check_functions); // In test-debug.cc
|
|
|
|
DISALLOW_COPY_AND_ASSIGN(Debug);
|
|
};
|
|
|
|
|
|
DECLARE_RUNTIME_FUNCTION(Debug_Break);
|
|
|
|
|
|
// This scope is used to load and enter the debug context and create a new
|
|
// break state. Leaving the scope will restore the previous state.
|
|
// On failure to load, FailedToEnter returns true.
|
|
class DebugScope BASE_EMBEDDED {
|
|
public:
|
|
explicit DebugScope(Debug* debug);
|
|
~DebugScope();
|
|
|
|
// Check whether loading was successful.
|
|
inline bool failed() { return failed_; }
|
|
|
|
// Get the active context from before entering the debugger.
|
|
inline Handle<Context> GetContext() { return save_.context(); }
|
|
|
|
private:
|
|
Isolate* isolate() { return debug_->isolate_; }
|
|
|
|
Debug* debug_;
|
|
DebugScope* prev_; // Previous scope if entered recursively.
|
|
StackFrame::Id break_frame_id_; // Previous break frame id.
|
|
int break_id_; // Previous break id.
|
|
bool failed_; // Did the debug context fail to load?
|
|
SaveContext save_; // Saves previous context.
|
|
};
|
|
|
|
|
|
// Stack allocated class for disabling break.
|
|
class DisableBreak BASE_EMBEDDED {
|
|
public:
|
|
explicit DisableBreak(Debug* debug, bool disable_break)
|
|
: debug_(debug), old_state_(debug->break_disabled_) {
|
|
debug_->break_disabled_ = disable_break;
|
|
}
|
|
~DisableBreak() { debug_->break_disabled_ = old_state_; }
|
|
|
|
private:
|
|
Debug* debug_;
|
|
bool old_state_;
|
|
DISALLOW_COPY_AND_ASSIGN(DisableBreak);
|
|
};
|
|
|
|
|
|
class SuppressDebug BASE_EMBEDDED {
|
|
public:
|
|
explicit SuppressDebug(Debug* debug)
|
|
: debug_(debug), old_state_(debug->is_suppressed_) {
|
|
debug_->is_suppressed_ = true;
|
|
}
|
|
~SuppressDebug() { debug_->is_suppressed_ = old_state_; }
|
|
|
|
private:
|
|
Debug* debug_;
|
|
bool old_state_;
|
|
DISALLOW_COPY_AND_ASSIGN(SuppressDebug);
|
|
};
|
|
|
|
|
|
// Code generator routines.
|
|
class DebugCodegen : public AllStatic {
|
|
public:
|
|
static void GenerateSlot(MacroAssembler* masm);
|
|
static void GenerateCallICStubDebugBreak(MacroAssembler* masm);
|
|
static void GenerateLoadICDebugBreak(MacroAssembler* masm);
|
|
static void GenerateStoreICDebugBreak(MacroAssembler* masm);
|
|
static void GenerateKeyedLoadICDebugBreak(MacroAssembler* masm);
|
|
static void GenerateKeyedStoreICDebugBreak(MacroAssembler* masm);
|
|
static void GenerateCompareNilICDebugBreak(MacroAssembler* masm);
|
|
static void GenerateReturnDebugBreak(MacroAssembler* masm);
|
|
static void GenerateCallFunctionStubDebugBreak(MacroAssembler* masm);
|
|
static void GenerateCallConstructStubDebugBreak(MacroAssembler* masm);
|
|
static void GenerateCallConstructStubRecordDebugBreak(MacroAssembler* masm);
|
|
static void GenerateSlotDebugBreak(MacroAssembler* masm);
|
|
static void GeneratePlainReturnLiveEdit(MacroAssembler* masm);
|
|
|
|
// FrameDropper is a code replacement for a JavaScript frame with possibly
|
|
// several frames above.
|
|
// There is no calling conventions here, because it never actually gets
|
|
// called, it only gets returned to.
|
|
static void GenerateFrameDropperLiveEdit(MacroAssembler* masm);
|
|
};
|
|
|
|
|
|
} } // namespace v8::internal
|
|
|
|
#endif // V8_DEBUG_H_
|